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Takara Cards News

New open beta update!

[h3]This update contains new Events, minor improvements, and bug fixes.[/h3]



- New sound effects: Advertisements and announcements are played dynamically in the cockpit.
- New Events that better connect with the Map's new systems.
- Improvements to the Ejection system and bank debts.
- Taverns and minor repairs are now points of interest on the map.
- Minor repairs now use the Events interface to interact.
- Various improvements to the Map interface.
- Improvements to the interface for Gamepad and SteamDeck users.
- Tutorial now shows and teaches control shortcuts based on the input chosen.
- General balancing of card prices.
- Balance in the LevelUp system: Cadet now earns slightly more XP.
- Various bugs fixed in the Map system.
- Various minor bugs and improvements.

[h3]Known bugs and other limitations:[/h3]
- An exclusive volume for voices has not yet been implemented. This will be present in the final update.
- The "infinite mode" (which can be chosen when you finish the game) has a bug where the same stores always appear.

[h3]This should be the last update before the final update. We still have a few surprises, but we'll reveal them when the update is announced.
The final update is expected in ten days or so.

See you later Cadet![/h3]

New Map and exploration mechanics in BETA!

[h3]Hello Cadets!
It's time to try out the second part of the next BIG update in the OPEN BETA:
A new NAVIGATION system![/h3]


The game now has a procedural MAP that can be freely explored by the player. The cadet is free to choose when to face the Dragon, which is positioned on one of the Map's stars.
After "clearing" a jump point of enemies, the star becomes available for jumps WITHOUT combat.
Each jump now consumes 100 Credits indefinitely, even if the bank balance is negative.

[h3]Several changes have been made to the game's event and combat systems to make them work with the new Map:[/h3]
Events and points of interest are more organically integrated into the map and give a sense of exploration that was previously lacking.
Combat encounters are shorter and with fewer enemies overall.

[h3]Minor improvements:[/h3]
- Improvements to the Jump generator, combat is a little more varied now.
- New HP bar for Mothership units.
- Some Reputations have had their mechanics adapted to better integrate with the new Map.
- Improved Rank System with yet another multiplier: Clear the Jump of enemies!
- Changes to the EMP damage system: Any drone now suffers EMP damage and the value of this is always subtracted from the overall HP of the units hit.
- Tutorial and Manual updated with changes to the mechanics and improvements to the text.
- Several small improvements to Dragon events.
- Some bugs fixed in Card mechanics.
- Several minor bugs fixed.

[h3]Existing characters should work with the new Map system, but after playing in the Beta, these personas can no longer be used in the previous version.
There are still a few details to be worked out before we release this update to all players. Our target for this update is mid-November.

Have fun and please let us know what you think of the new mechanics.[/h3]

Next big update and the Open Beta!

[Hello Cadets!
We revealed in the last announcement that we now have a Publisher helping us, GrabTheGames! Thanks to them, we can now allow ourselves to improve some aspects of the game that we'd like to.[/h3]

We decided to focus on these improvements before finishing the other two races. Despite this, the other two races are still in production by the artists, as most of the changes are mechanics and code.



These improvements come first in the Open Beta, which is now available for all players to use (go to the "Betas" section of the game on Steam). We'd love to hear what players think about these changes!
We'll keep the Beta stable, but characters played in the Beta are incompatible with the Current version.

[h3]Score and rank system implemented[/h3]
The first improvements come to the game's Combat. With the exception of dragon bosses (which remain as they were), now a jump only ends when ALL UNITS are defeated and turns are added together instead of subtracted.
Along with this, we've implemented a scoring system and Ranks. The Cadet's performance in a jump is measured based on the number of units defeated minus the number of turns spent doing so.
A point multiplier system also exists: Didn't take damage in the Jump? Your points are multiplied!
Didn't get the score you wanted? You can try (ONCE per Jump) again!

[h3]Several changes have been made to the game to make these new mechanics work, including:[/h3]
  • Decrease the number of units per Jump, so that combat doesn't take too long.
  • Introduction of a new card that allows the Cadet to leave the Jump just before defeating ALL the units. This card is drawn automatically when there are only 4 units left in the jump.


[h3]Now, in most card-giving Events, the player can choose between three options (one of them being a Fetched card). Just like when you level up![/h3]

[h3]Complete revision of the Event texts. In some cases, the texts have been rewritten![/h3]

[h3]Minor improvements and changes[/h3]
  • Manual updated with new mechanics and revisions!
  • Distances to bosses have been reduced even further. They are now, in order: 5 > 4 > 3 jumps.
  • Improvements to the "BreakOff" mechanic: Enemies on the top outside jump to the board when the Jump Stack is empty now.
  • Silver Tape card is now an intuitive Reputation and can only be earned this way.
  • Reputations that give cards can now be PRESSED to buy these cards in the middle of combat.
  • Temple visits now cost a few credits.
  • Solar Wind no longer deals DAMAGE and can move the player's attack pieces.
  • Several bug fixes.


[h3]The next major update will focus on the game's Navigation system and mechanics (the Map!). This major update is scheduled for the end of October - the beginning of September.[/h3]

Announcing our partnership with GrabTheGames!

[h3]Hello Cadets!

Today we'd like to announce our partnership with publisher GrabTheGames!
They will be helping us with marketing and localization in several languages, among other things![/h3]

In practice, this means:
  • The game will have a better chance of finding a wider audience on Steam.
  • A little more time and resources for the development of the game, resulting in more improvements!
  • Finally, a delay (thanks to the improvements and localization) in the release of the final version. We had previously planned to release 1.0 in August/September. Now the plan is to release it at the beginning of 2024.

[h3]We're already working on additional improvements to the game, such as mechanics and new Enemy Units:[/h3]


The next game update should be out in around 10 days!
Until then, safe jump!

Finally: New and final boss implemented!

[h2]We apologize for the delay![/h2]
[h3]This update was supposed to be out more than ten days ago, but we experienced several delays, including each of the team members falling ill on different days.[/h3]


[h3]Light "story mode" implemented in the Events system:[/h3]
In addition to the general events that the player encounters, the game also has "fixed" events that appear during the journey to each of the three bosses.
These fixed events encountered vary randomly in each Run, and depending on the Cadet's responses, new events can appear afterward.

[h3]Third and final Boss implemented:[/h3]
The first and second bosses are very similar, changing the units that appear and increasing the difficulty from one to the other.
The third boss, except its first phase, tests your Cadet in a completely different way:
So different that we decided not to reveal anything and leave it as a surprise to whoever manages to get to it!
But reaching the last boss is a real test of combat!!! ;)

[h3]The game has seven possible endings that vary depending on your actions on the final boss...[/h3]

[h3]"New Run+" mode implemented:[/h3]
Upon finishing the game, the player can continue playing normally or do a "new run" with the SAME character on Normal or Hard difficulty.

[h3]Runs are now slightly shorter and more focused:[/h3]
There are 7 initial jumps to the first boss. Then 4 and 3 to reach the second and third boss respectively.
We feel the game has a better pace this way.

[h3]New mechanics:[/h3]

The Cadet can choose between three Maneuver cards every time he levels up. If "Searching" for a card, one of them will be present on the menu.
The "Forced Ejection by the Dragons" mechanic/event now only happens ONCE to the player, acting as a kind of tutorial. In subsequent runs, the invasion occurs directly on the first attempt.

[h3]New environment and unit implemented:[/h3]

The Wind Field environment is filled with Solar Winds, which push both your ship and the other units around! Be careful!

[h3]New combat music implemented: Humans now enjoy their own music! :D[/h3]

[h3]Some minor improvements:[/h3]
  • Requirements (number of jumps) to "unlock" Humans lowered, future races will also unlock faster.
  • Added dramatic pause when being "pushed", for better visual feedback.
  • Various minor improvements to the interface and visual feedback of combat.
  • Improved card selection during combat (mouse and touch).
  • Knock Three Times card now Moves instead of Swapping with the enemy.
  • Slight balancing of some cards (especially Humans).
  • Bug where Lucky Stab could be bought in stores fixed.
  • Some minor bugs were fixed.


We'd like to thank all of you for your support and patience: your criticism and praise make all the difference to the game.
We have lots of other stuff to share, but we'll limit ourselves to saying that the game will have a better chance to improve even more. ;)